PLAYER GUIDE
How to Play Rising Dawn
Learn only what you need to begin. The Game Master handles the deeper structure and teaches the rest through play.
THE CORE ROLL
Core Stat + Skill + 1d10
Declare what you want to do. The Game Master chooses the most relevant Core Stat and Skill, sets the opposition or difficulty, and resolves the result.
1. What you need
One Game Master, one or more players, a character sheet for each player, a ten-sided die or digital roller, something for notes, and the Core Rulebook or website references.
2. Your three Core Stats
Physical covers bodily action, strength, endurance, speed, melee, movement, and direct combat pressure.
Mental covers thought, focus, perception, magic, psionics, technology, tactics, investigation, and problem-solving.
Social covers command, persuasion, intimidation, manipulation, animal handling, leadership, and presence.
3. How a turn works
- Declare the action.
- Build the roll.
- Roll 1d10.
- Compare the result to the difficulty or opponent.
- Resolve the outcome and consequences.
- Keep moving.
4. Health and Power Points
Health measures how much harm the character can survive. Power Points fuel active powers. Starting pools are calculated from race stats and class role. A full rest normally restores Power Points unless the Game Master is using harsher survival rules.
5. Powers
Active Powers use Power Points and improve through dots. Passive Powers are permanent enhancements. Team Powers create major cooperative moments. Optional Trade-Offs provide a benefit and a real drawback.
6. Combat
Combat should feel like a moving battle scene. Characters attack, defend, move, improvise, protect allies, use powers, and react to changing danger. The Game Master keeps the focus on momentum and clear consequences.
7. Growth and leveling
Characters earn Experience Points, gain levels, improve skills, expand powers, and survive the consequences of play. Growth should add options without making danger meaningless.